Probably should've posted my questions here instead of the other thread. I'll just copy/paste them over here, then.

A few things I don't know or understand are as follows. -A couple of the Life skills have the Abate meta, and I'm not entirely sure why I, as a player, would ever want to trigger that. -Once my creature has a permanency tag, can I dismiss that chain but keep the creature there? Does that mean I can no longer alter it's shape on the Velvegir (sp?) map? -If I start making a second creature, do I use the same map? Does the appearance of the creature have to be the same thing, or is each instance of the Create X a different creature? -Not that I want to make many different maps, but can I use a different Velvegir map for different creatures? -Aside from the runes being knocked off the chain, is there any advantage to having more Open or Permanency metas? -Can I only move on to a second arm of the attribute tree by amplifying on my primary stat? -Does the void creature cause madness only while there is no mental rune, or only after permanency is applied? Would the void rune itself qualify if it was mental?

I'm sure more will come after I do some more play testing. For now, I'm sure that's more than enough to sort out for now.

Glad to see some serious Orlog play going on. I just fired off an update that hopefully covers all of your questions. Let me answer them here as well so that we're sure.1) You wouldn't want to Abate your own spells. I think you are referring to the highlighted powers in the last BETA drop which were powers in flux and never made it into the Orlog boards.2) Yes once you drop the permanency, your runes return to the bag and the creature sticks around.3) When you create a new creature, you can use any Vegvisir playmat you have access to (limited by your skill ranks)4) Yes that is the intent. Gates creatures normally require the player to predesign them before casting the spell- this saves time at the game table. The Vegvisir playmat has the same intent: the time consuming work has been done before play time. It's also more visual for everyone to see.5) None, except to buffer against Mental damage.6) Once your primary tree is filled you jump to the other trees by default (no extra metas required). The extra Amplify metas will help you complete your tree the quickest.7) The Gloom meta causes the madness to both the caster and al creations upon the battlefield.

We're ready to try this archetype out this weekend. 2 players are very excited about a "maddening genesis mage". While looking over the doc, we were stumped about the Lios track on the vigvisir (sp?) playmat. We didn't find any text about how we'd go about filling it out. What are we missing?

We're ready to try this archetype out this weekend. 2 players are very excited about a "maddening genesis mage". While looking over the doc, we were stumped about the Lios track on the vigvisir (sp?) playmat. We didn't find any text about how we'd go about filling it out. What are we missing?

There is no purpose for the Lios track yet, but that might change as the beta progresses. For now, there is only one progression for Gloom as well, so don't worry about the variations just yet.

Question, the beta here says that when a rune is tied to a Void spell, then madness increases by one, does this become a minumum base level of madness at all times ? So after 4 runes tied to 4 void spells the character would be max 4 intensity at all times? And if so could they tie more or is 4 the max?

"Outside of combat, however, the possession will have a more pronounced effect. This type of possession is more nefarious than standard Possession. It cannot be diminished via powers or skills. Only the passage of time will alleviate “the Madness”. Every 24 hours (or another interval determined by the Norn), “the Madness” Possession will diminish by 1 intensity."

So after levelling up, the madness should grip the Orlog with 24 hours or so.

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